Add addons

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Joey Yakimowich-Payne 2023-01-03 16:53:53 -07:00
commit 3367bad24f
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extends RefCounted
var result_code = preload("../config/result_codes.gd")
var _aseprite = preload("../aseprite/aseprite.gd").new()
var _config
var _file_system
var _DEFAULT_ANIMATION_LIBRARY = "" # GLOBAL
func init(config, editor_file_system: EditorFileSystem = null):
_config = config
_file_system = editor_file_system
_aseprite.init(config)
func create_animations(target_node: Node, player: AnimationPlayer, options: Dictionary):
if not _aseprite.test_command():
return result_code.ERR_ASEPRITE_CMD_NOT_FOUND
if not FileAccess.file_exists(options.source):
return result_code.ERR_SOURCE_FILE_NOT_FOUND
if not DirAccess.dir_exists_absolute(options.output_folder):
return result_code.ERR_OUTPUT_FOLDER_NOT_FOUND
var result = await _create_animations_from_file(target_node, player, options)
if result != result_code.SUCCESS:
printerr(result_code.get_error_message(result))
func _create_animations_from_file(target_node: Node, player: AnimationPlayer, options: Dictionary):
var output
if options.get("layer", "") == "":
output = _aseprite.export_file(options.source, options.output_folder, options)
else:
output = _aseprite.export_layer(options.source, options.layer, options.output_folder, options)
if output.is_empty():
return result_code.ERR_ASEPRITE_EXPORT_FAILED
if _config.is_import_preset_enabled():
_config.create_import_file(output)
await _scan_filesystem()
var result = _import(target_node, player, output, options)
if _config.should_remove_source_files():
DirAccess.remove_absolute(output.data_file)
return result
func _import(target_node: Node, player: AnimationPlayer, data: Dictionary, options: Dictionary):
var source_file = data.data_file
var sprite_sheet = data.sprite_sheet
var file = FileAccess.open(source_file, FileAccess.READ)
if file == null:
return file.get_open_error()
var test_json_conv = JSON.new()
test_json_conv.parse(file.get_as_text())
var content = test_json_conv.get_data()
if not _aseprite.is_valid_spritesheet(content):
return result_code.ERR_INVALID_ASEPRITE_SPRITESHEET
var context = {}
target_node.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
_setup_texture(target_node, sprite_sheet, content, context)
var result = _configure_animations(target_node, player, content, context)
if result != result_code.SUCCESS:
return result
return _cleanup_animations(target_node, player, content, options)
func _load_texture(sprite_sheet: String) -> Texture2D:
var texture = ResourceLoader.load(sprite_sheet, 'Image', true)
texture.take_over_path(sprite_sheet)
return texture
func _configure_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, context: Dictionary):
var frames = _aseprite.get_content_frames(content)
if not player.has_animation_library(_DEFAULT_ANIMATION_LIBRARY):
player.add_animation_library(_DEFAULT_ANIMATION_LIBRARY, AnimationLibrary.new())
if content.meta.has("frameTags") and content.meta.frameTags.size() > 0:
var result = result_code.SUCCESS
for tag in content.meta.frameTags:
var selected_frames = frames.slice(tag.from, tag.to + 1)
result = _add_animation_frames(target_node, player, tag.name, selected_frames, context, tag.direction)
if result != result_code.SUCCESS:
break
return result
else:
return _add_animation_frames(target_node, player, "default", frames, context)
func _add_animation_frames(target_node: Node, player: AnimationPlayer, anim_name: String, frames: Array, context: Dictionary, direction = 'forward'):
var animation_name = anim_name
var is_loopable = _config.is_default_animation_loop_enabled()
if animation_name.begins_with(_config.get_animation_loop_exception_prefix()):
animation_name = anim_name.substr(_config.get_animation_loop_exception_prefix().length())
is_loopable = not is_loopable
if not player.has_animation(animation_name):
player.get_animation_library(_DEFAULT_ANIMATION_LIBRARY).add_animation(animation_name, Animation.new())
var animation = player.get_animation(animation_name)
_create_meta_tracks(target_node, player, animation)
var frame_track = _get_property_track_path(player, target_node, _get_frame_property())
var frame_track_index = _create_track(target_node, animation, frame_track)
if direction == 'reverse':
frames.reverse()
var animation_length = 0
for frame in frames:
var frame_key = _get_frame_key(target_node, frame, context)
animation.track_insert_key(frame_track_index, animation_length, frame_key)
animation_length += frame.duration / 1000
# Godot 4 has an Animation.LOOP_PINGPONG mode, however it does not
# behave like in Aseprite, so I'm keeping the custom implementation
if direction == 'pingpong':
frames.remove_at(frames.size() - 1)
if is_loopable:
frames.remove_at(0)
frames.reverse()
for frame in frames:
var frame_key = _get_frame_key(target_node, frame, context)
animation.track_insert_key(frame_track_index, animation_length, frame_key)
animation_length += frame.duration / 1000
animation.length = animation_length
animation.loop_mode = Animation.LOOP_LINEAR if is_loopable else Animation.LOOP_NONE
return result_code.SUCCESS
func _create_track(target_node: Node, animation: Animation, track: String):
var track_index = animation.find_track(track, Animation.TYPE_VALUE)
if track_index != -1:
animation.remove_track(track_index)
track_index = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, track)
animation.track_set_interpolation_loop_wrap(track_index, false)
animation.value_track_set_update_mode(track_index, Animation.UPDATE_DISCRETE)
return track_index
func _get_property_track_path(player: AnimationPlayer, target_node: Node, prop: String) -> String:
var node_path = player.get_node(player.root_node).get_path_to(target_node)
return "%s:%s" % [node_path, prop]
func _cleanup_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, options: Dictionary):
if not (content.meta.has("frameTags") and content.meta.frameTags.size() > 0):
return result_code.SUCCESS
_remove_unused_animations(content, player)
if options.get("cleanup_hide_unused_nodes", false):
_hide_unused_nodes(target_node, player, content)
return result_code.SUCCESS
func _remove_unused_animations(content: Dictionary, player: AnimationPlayer):
pass # FIXME it's not removing unused animations anymore. Sample impl bellow
# var tags = ["RESET"]
# for t in content.meta.frameTags:
# var a = t.name
# if a.begins_with(_config.get_animation_loop_exception_prefix()):
# a = a.substr(_config.get_animation_loop_exception_prefix().length())
# tags.push_back(a)
# var track = _get_frame_track_path(player, sprite)
# for a in player.get_animation_list():
# if tags.has(a):
# continue
#
# var animation = player.get_animation(a)
# if animation.get_track_count() != 1:
# var t = animation.find_track(track)
# if t != -1:
# animation.remove_track(t)
# continue
#
# if animation.find_track(track) != -1:
# player.remove_animation(a)
func _hide_unused_nodes(target_node: Node, player: AnimationPlayer, content: Dictionary):
var root_node := player.get_node(player.root_node)
var all_animations := player.get_animation_list()
var all_sprite_nodes := []
var animation_sprites := {}
for a in all_animations:
var animation := player.get_animation(a)
var sprite_nodes := []
for track_idx in animation.get_track_count():
var raw_path := animation.track_get_path(track_idx)
if raw_path.get_subname(0) == "visible":
continue
var path := _remove_properties_from_path(raw_path)
var sprite_node := root_node.get_node(path)
if !(sprite_node is Sprite2D || sprite_node is Sprite3D):
continue
if sprite_nodes.has(sprite_node):
continue
sprite_nodes.append(sprite_node)
animation_sprites[animation] = sprite_nodes
for sn in sprite_nodes:
if all_sprite_nodes.has(sn):
continue
all_sprite_nodes.append(sn)
for animation in animation_sprites:
var sprite_nodes : Array = animation_sprites[animation]
for node in all_sprite_nodes:
if sprite_nodes.has(node):
continue
var visible_track = _get_property_track_path(player, node, "visible")
if animation.find_track(visible_track) != -1:
continue
var visible_track_index = _create_track(node, animation, visible_track)
animation.track_insert_key(visible_track_index, 0, false)
func _scan_filesystem():
_file_system.scan()
await _file_system.filesystem_changed
func list_layers(file: String, only_visibles = false) -> Array:
return _aseprite.list_layers(file, only_visibles)
func _remove_properties_from_path(path: NodePath) -> NodePath:
var string_path := path as String
if !(":" in string_path):
return string_path as NodePath
var property_path := path.get_concatenated_subnames() as String
string_path = string_path.substr(0, string_path.length() - property_path.length() - 1)
return string_path as NodePath
func _setup_texture(target_node: Node, sprite_sheet: String, content: Dictionary, context: Dictionary):
push_error("_setup_texture not implemented!")
func _get_frame_property() -> String:
push_error("_get_frame_property not implemented!")
return ""
func _get_frame_key(target_node: Node, frame: Dictionary, context: Dictionary):
push_error("_get_frame_key not implemented!")
func _create_meta_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
push_error("_create_meta_tracks not implemented!")

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@tool
extends PanelContainer
const wizard_config = preload("../../config/wizard_config.gd")
const result_code = preload("../../config/result_codes.gd")
const AnimationCreator = preload("../animation_creator.gd")
const SpriteAnimationCreator = preload("../sprite_animation_creator.gd")
const TextureRectAnimationCreator = preload("../texture_rect_animation_creator.gd")
var animation_creator: AnimationCreator
var scene: Node
var target_node: Node
var config
var file_system: EditorFileSystem
var _layer: String = ""
var _source: String = ""
var _animation_player_path: String
var _file_dialog_aseprite: FileDialog
var _output_folder_dialog: FileDialog
var _importing := false
var _output_folder := ""
var _out_folder_default := "[Same as scene]"
var _layer_default := "[all]"
@onready var _options_field = $margin/VBoxContainer/animation_player/options
@onready var _source_field = $margin/VBoxContainer/source/button
@onready var _layer_field = $margin/VBoxContainer/layer/options
@onready var _options_title = $margin/VBoxContainer/options_title/options_title
@onready var _options_container = $margin/VBoxContainer/options
@onready var _out_folder_field = $margin/VBoxContainer/options/out_folder/button
@onready var _out_filename_field = $margin/VBoxContainer/options/out_filename/LineEdit
@onready var _visible_layers_field = $margin/VBoxContainer/options/visible_layers/CheckButton
@onready var _ex_pattern_field = $margin/VBoxContainer/options/ex_pattern/LineEdit
@onready var _cleanup_hide_unused_nodes = $margin/VBoxContainer/options/auto_visible_track/CheckButton
func _ready():
var cfg = wizard_config.load_config(target_node)
if cfg == null:
_load_default_config()
else:
_load_config(cfg)
if target_node is Sprite2D || target_node is Sprite3D:
animation_creator = SpriteAnimationCreator.new()
if target_node is TextureRect:
animation_creator = TextureRectAnimationCreator.new()
animation_creator.init(config, file_system)
func _load_config(cfg):
if cfg.has("source"):
_set_source(cfg.source)
if cfg.has("player"):
_options_field.clear()
_set_animation_player(cfg.player)
if cfg.get("layer", "") != "":
_layer_field.clear()
_set_layer(cfg.layer)
_output_folder = cfg.get("o_folder", "")
_out_folder_field.text = _output_folder if _output_folder != "" else _out_folder_default
_out_filename_field.text = cfg.get("o_name", "")
_visible_layers_field.button_pressed = cfg.get("only_visible", false)
_ex_pattern_field.text = cfg.get("o_ex_p", "")
_cleanup_hide_unused_nodes.button_pressed = cfg.get("set_vis_track", config.is_set_visible_track_automatically_enabled())
_set_options_visible(cfg.get("op_exp", false))
func _load_default_config():
_ex_pattern_field.text = config.get_default_exclusion_pattern()
_cleanup_hide_unused_nodes.button_pressed = config.is_set_visible_track_automatically_enabled()
_set_options_visible(false)
func _set_source(source):
_source = source
_source_field.text = _source
_source_field.tooltip_text = _source
func _set_animation_player(player):
_animation_player_path = player
_options_field.add_item(_animation_player_path)
func _set_layer(layer):
_layer = layer
_layer_field.add_item(_layer)
func _on_options_button_down():
_refresh_animation_players()
func _refresh_animation_players():
var animation_players = []
var root = get_tree().get_edited_scene_root()
_find_animation_players(root, root, animation_players)
var current = 0
_options_field.clear()
_options_field.add_item("[empty]")
for ap in animation_players:
_options_field.add_item(ap)
if ap.get_concatenated_names() == _animation_player_path:
current = _options_field.get_item_count() - 1
_options_field.select(current)
func _find_animation_players(root: Node, node: Node, players: Array):
if node is AnimationPlayer:
players.push_back(root.get_path_to(node))
for c in node.get_children():
_find_animation_players(root, c, players)
func _on_options_item_selected(index):
if index == 0:
_animation_player_path = ""
return
_animation_player_path = _options_field.get_item_text(index)
_save_config()
func _on_layer_button_down():
if _source == "":
_show_message("Please. Select source file first.")
return
var layers = animation_creator.list_layers(ProjectSettings.globalize_path(_source))
var current = 0
_layer_field.clear()
_layer_field.add_item("[all]")
for l in layers:
if l == "":
continue
_layer_field.add_item(l)
if l == _layer:
current = _layer_field.get_item_count() - 1
_layer_field.select(current)
func _on_layer_item_selected(index):
if index == 0:
_layer = ""
return
_layer = _layer_field.get_item_text(index)
_save_config()
func _on_source_pressed():
_open_source_dialog()
func _on_import_pressed():
if _importing:
return
_importing = true
var root = get_tree().get_edited_scene_root()
if _animation_player_path == "" or not root.has_node(_animation_player_path):
_show_message("AnimationPlayer not found")
_importing = false
return
if _source == "":
_show_message("Aseprite file not selected")
_importing = false
return
var options = {
"source": ProjectSettings.globalize_path(_source),
"output_folder": _output_folder if _output_folder != "" else root.scene_file_path.get_base_dir(),
"exception_pattern": _ex_pattern_field.text,
"only_visible_layers": _visible_layers_field.button_pressed,
"output_filename": _out_filename_field.text,
"cleanup_hide_unused_nodes": _cleanup_hide_unused_nodes.button_pressed,
"layer": _layer
}
_save_config()
await animation_creator.create_animations(target_node, root.get_node(_animation_player_path), options)
_importing = false
func _save_config():
var cfg := {
"player": _animation_player_path,
"source": _source,
"layer": _layer,
"op_exp": _options_title.button_pressed,
"o_folder": _output_folder,
"o_name": _out_filename_field.text,
"only_visible": _visible_layers_field.button_pressed,
"o_ex_p": _ex_pattern_field.text,
}
if _cleanup_hide_unused_nodes.button_pressed != config.is_set_visible_track_automatically_enabled():
cfg["set_vis_track"] = _cleanup_hide_unused_nodes.button_pressed
wizard_config.save_config(target_node, config.is_use_metadata_enabled(), cfg)
func _open_source_dialog():
_file_dialog_aseprite = _create_aseprite_file_selection()
get_parent().add_child(_file_dialog_aseprite)
if _source != "":
_file_dialog_aseprite.current_dir = _source.get_base_dir()
_file_dialog_aseprite.popup_centered_ratio()
func _create_aseprite_file_selection():
var file_dialog = FileDialog.new()
file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILE
file_dialog.access = FileDialog.ACCESS_FILESYSTEM
file_dialog.connect("file_selected",Callable(self,"_on_aseprite_file_selected"))
file_dialog.set_filters(PackedStringArray(["*.ase","*.aseprite"]))
return file_dialog
func _on_aseprite_file_selected(path):
_set_source(ProjectSettings.localize_path(path))
_save_config()
_file_dialog_aseprite.queue_free()
func _show_message(message: String):
var _warning_dialog = AcceptDialog.new()
get_parent().add_child(_warning_dialog)
_warning_dialog.dialog_text = message
_warning_dialog.popup_centered()
_warning_dialog.connect("popup_hide",Callable(_warning_dialog,"queue_free"))
func _on_options_title_toggled(button_pressed):
_set_options_visible(button_pressed)
_save_config()
func _set_options_visible(is_visible):
_options_container.visible = is_visible
_options_title.icon = config.get_icon("expanded") if is_visible else config.get_icon("collapsed")
func _on_out_folder_pressed():
_output_folder_dialog = _create_output_folder_selection()
get_parent().add_child(_output_folder_dialog)
if _output_folder != _out_folder_default:
_output_folder_dialog.current_dir = _output_folder
_output_folder_dialog.popup_centered_ratio()
func _create_output_folder_selection():
var file_dialog = FileDialog.new()
file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_DIR
file_dialog.access = FileDialog.ACCESS_RESOURCES
file_dialog.connect("dir_selected",Callable(self,"_on_output_folder_selected"))
return file_dialog
func _on_output_folder_selected(path):
_output_folder = path
_out_folder_field.text = _output_folder if _output_folder != "" else _out_folder_default
_output_folder_dialog.queue_free()

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[gd_scene load_steps=2 format=3 uid="uid://biyshalfalqqw"]
[ext_resource type="Script" path="res://addons/AsepriteWizard/animation_player/docks/animation_player_inspector_dock.gd" id="1"]
[node name="sprite_inspector_dock" type="PanelContainer"]
offset_right = 14.0
offset_bottom = 14.0
script = ExtResource("1")
[node name="margin" type="MarginContainer" parent="."]
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="margin"]
layout_mode = 2
[node name="section_title" type="PanelContainer" parent="margin/VBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="title" type="Label" parent="margin/VBoxContainer/section_title"]
layout_mode = 2
size_flags_horizontal = 3
text = "Aseprite"
horizontal_alignment = 1
[node name="animation_player" type="HBoxContainer" parent="margin/VBoxContainer"]
layout_mode = 2
tooltip_text = "AnimationPlayer node where animations should be added to."
[node name="Label" type="Label" parent="margin/VBoxContainer/animation_player"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "AnimationPlayer"
[node name="options" type="OptionButton" parent="margin/VBoxContainer/animation_player"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
item_count = 1
selected = 0
popup/item_0/text = "[empty]"
popup/item_0/id = 0
[node name="source" type="HBoxContainer" parent="margin/VBoxContainer"]
layout_mode = 2
tooltip_text = "Location of the Aseprite (*.ase, *.aseprite) source file."
[node name="Label" type="Label" parent="margin/VBoxContainer/source"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Aseprite File"
[node name="button" type="Button" parent="margin/VBoxContainer/source"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "[empty]"
clip_text = true
[node name="layer" type="HBoxContainer" parent="margin/VBoxContainer"]
layout_mode = 2
tooltip_text = "Aseprite layer to be used in the animation. By default all layers are included."
[node name="Label" type="Label" parent="margin/VBoxContainer/layer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Layer"
[node name="options" type="OptionButton" parent="margin/VBoxContainer/layer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
item_count = 1
selected = 0
popup/item_0/text = "[all]"
popup/item_0/id = 0
[node name="options_title" type="PanelContainer" parent="margin/VBoxContainer"]
layout_mode = 2
[node name="options_title" type="Button" parent="margin/VBoxContainer/options_title"]
layout_mode = 2
toggle_mode = true
text = "Options"
[node name="options" type="VBoxContainer" parent="margin/VBoxContainer"]
visible = false
layout_mode = 2
[node name="out_folder" type="HBoxContainer" parent="margin/VBoxContainer/options"]
layout_mode = 2
tooltip_text = "Location where the spritesheet file should be saved."
[node name="Label" type="Label" parent="margin/VBoxContainer/options/out_folder"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Output folder"
[node name="button" type="Button" parent="margin/VBoxContainer/options/out_folder"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "[empty]"
clip_text = true
[node name="out_filename" type="HBoxContainer" parent="margin/VBoxContainer/options"]
layout_mode = 2
tooltip_text = "Base filename for spritesheet. In case the layer option is used, this works as a prefix to the layer name."
[node name="Label" type="Label" parent="margin/VBoxContainer/options/out_filename"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Output file name"
[node name="LineEdit" type="LineEdit" parent="margin/VBoxContainer/options/out_filename"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
[node name="ex_pattern" type="HBoxContainer" parent="margin/VBoxContainer/options"]
layout_mode = 2
tooltip_text = "Exclude layers with name matching this pattern (regex)."
[node name="Label" type="Label" parent="margin/VBoxContainer/options/ex_pattern"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Exclude pattern"
[node name="LineEdit" type="LineEdit" parent="margin/VBoxContainer/options/ex_pattern"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
[node name="visible_layers" type="HBoxContainer" parent="margin/VBoxContainer/options"]
layout_mode = 2
tooltip_text = "If active, layers not visible in the source file won't be included in the final image."
[node name="Label" type="Label" parent="margin/VBoxContainer/options/visible_layers"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Only visible layers"
[node name="CheckButton" type="CheckButton" parent="margin/VBoxContainer/options/visible_layers"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
[node name="auto_visible_track" type="HBoxContainer" parent="margin/VBoxContainer/options"]
layout_mode = 2
tooltip_text = "If active, it will automatically determine unused Sprite2D and Sprite3D nodes in each animation and hide them."
[node name="Label" type="Label" parent="margin/VBoxContainer/options/auto_visible_track"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
text = "Hide unused sprites"
[node name="CheckButton" type="CheckButton" parent="margin/VBoxContainer/options/auto_visible_track"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
[node name="import" type="Button" parent="margin/VBoxContainer"]
layout_mode = 2
text = "Import"
[connection signal="button_down" from="margin/VBoxContainer/animation_player/options" to="." method="_on_options_button_down"]
[connection signal="item_selected" from="margin/VBoxContainer/animation_player/options" to="." method="_on_options_item_selected"]
[connection signal="pressed" from="margin/VBoxContainer/source/button" to="." method="_on_source_pressed"]
[connection signal="button_down" from="margin/VBoxContainer/layer/options" to="." method="_on_layer_button_down"]
[connection signal="item_selected" from="margin/VBoxContainer/layer/options" to="." method="_on_layer_item_selected"]
[connection signal="toggled" from="margin/VBoxContainer/options_title/options_title" to="." method="_on_options_title_toggled"]
[connection signal="pressed" from="margin/VBoxContainer/options/out_folder/button" to="." method="_on_out_folder_pressed"]
[connection signal="pressed" from="margin/VBoxContainer/import" to="." method="_on_import_pressed"]

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@tool
extends EditorInspectorPlugin
const APInspectorDock = preload("./docks/animation_player_inspector_dock.tscn")
var config
var file_system: EditorFileSystem
func _can_handle(object):
return object is Sprite2D || object is Sprite3D || object is TextureRect
func _parse_end(object):
var dock = APInspectorDock.instantiate()
dock.target_node = object
dock.config = config
dock.file_system = file_system
add_custom_control(dock)

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extends "animation_creator.gd"
func _setup_texture(sprite: Node, sprite_sheet: String, content: Dictionary, context: Dictionary):
var texture = _load_texture(sprite_sheet)
sprite.texture = texture
if content.frames.is_empty():
return
sprite.hframes = content.meta.size.w / content.frames[0].sourceSize.w
sprite.vframes = content.meta.size.h / content.frames[0].sourceSize.h
func _get_frame_property() -> String:
return "frame"
func _create_meta_tracks(sprite: Node, player: AnimationPlayer, animation: Animation):
var texture_track = _get_property_track_path(player, sprite, "texture")
var texture_track_index = _create_track(sprite, animation, texture_track)
animation.track_insert_key(texture_track_index, 0, sprite.texture)
var hframes_track = _get_property_track_path(player, sprite, "hframes")
var hframes_track_index = _create_track(sprite, animation, hframes_track)
animation.track_insert_key(hframes_track_index, 0, sprite.hframes)
var vframes_track = _get_property_track_path(player, sprite, "vframes")
var vframes_track_index = _create_track(sprite, animation, vframes_track)
animation.track_insert_key(vframes_track_index, 0, sprite.vframes)
var visible_track = _get_property_track_path(player, sprite, "visible")
var visible_track_index = _create_track(sprite, animation, visible_track)
animation.track_insert_key(visible_track_index, 0, true)
func _get_frame_key(sprite: Node, frame: Dictionary, context: Dictionary):
return _calculate_frame_index(sprite,frame)
func _calculate_frame_index(sprite: Node, frame: Dictionary) -> int:
var column = floor(frame.frame.x * sprite.hframes / sprite.texture.get_width())
var row = floor(frame.frame.y * sprite.vframes / sprite.texture.get_height())
return (row * sprite.hframes) + column

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extends "animation_creator.gd"
func _setup_texture(target_node: Node, sprite_sheet: String, content: Dictionary, context: Dictionary):
context["base_texture"] = _load_texture(sprite_sheet)
func _get_frame_property() -> String:
return "texture"
func _get_frame_key(target_node: Node, frame: Dictionary, context: Dictionary):
return _get_atlas_texture(context["base_texture"], frame)
func _create_meta_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
var texture_track = _get_property_track_path(player, target_node, "texture")
var texture_track_index = _create_track(target_node, animation, texture_track)
animation.track_insert_key(texture_track_index, 0, target_node.texture)
var visible_track = _get_property_track_path(player, target_node, "visible")
var visible_track_index = _create_track(target_node, animation, visible_track)
animation.track_insert_key(visible_track_index, 0, true)
func _get_atlas_texture(base_texture: Texture2D, frame_data: Dictionary) -> AtlasTexture:
var tex = AtlasTexture.new()
tex.atlas = base_texture
tex.region = Rect2(Vector2(frame_data.frame.x, frame_data.frame.y), Vector2(frame_data.frame.w, frame_data.frame.h))
tex.filter_clip = true
return tex